Christoph Oelckers
7b59293995
- properly deal with 'gototitle'.
2022-04-26 20:50:36 +02:00
Christoph Oelckers
1aa71cc5a3
- prepared DrawFullscreenSubtitle for script export.
...
This needed to get the font passed as argument and take care of stringtable lookup inside the function.
2022-04-26 20:50:36 +02:00
Christoph Oelckers
aabe59c533
- made intermissions work as screenjob.
2022-04-26 20:50:36 +02:00
Christoph Oelckers
082daccd2d
- summary screen is working again
...
minus the initial wipe…
2022-04-26 20:50:36 +02:00
Christoph Oelckers
336c45aaa4
- SCreenjob fixes
...
Still doesn’r show anything but we got it all set up now.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
54329bd87b
- make stuff compile again
2022-04-26 20:50:35 +02:00
Christoph Oelckers
7ed8d3b3e2
- screenjob. fixes from Raze
2022-04-26 20:50:35 +02:00
Christoph Oelckers
1bb750c061
Screenjob WIP stuff
2022-04-26 20:50:35 +02:00
Christoph Oelckers
390bf58698
- first stage of migrating intermissions to screenjobs.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
d994369fd0
- timer code fixes.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
9898ee542c
- route all accesses to gameaction from the backend through the sysCallbacks.
...
gameactions are frontend specific so this needs to be decoupled.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
e5baef837a
- text screen helper stuff for cutscene system.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
933fa62782
- added the script side core module for the cutscene system.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
df0412d634
- a few things may not be static anymore.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
5aaabbeb01
- did some project file cleanup.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
69a7715a02
- added all the prerequisites for the cutscene system from Raze:
...
* libvpx library
* libsmackerdec
* playmve
* MoviePlayer class.
* ScreenJob engine core.
2022-04-26 20:50:34 +02:00
Kevin Caccamo
ecc0afd2f2
Fix usage of -1 as OBJ model FrameIndex
...
So that what is said on the ZDoom Wiki (see https://zdoom.org/wiki/MODELDEF#Notes ) holds true for OBJ models.
2022-04-24 19:40:08 +02:00
Christoph Oelckers
4aa04f11ce
- zip64 handling
2022-04-22 11:10:25 +02:00
Christoph Oelckers
6cb035b7b2
- added workaround to Dehacked so that „Doom“ only replaces the music name
...
Of all these short strings this is the only one that occurs elsewhere as well.
2022-04-22 00:53:27 +02:00
Rachael Alexanderson
0fa830ddd7
Revert "- change cvars gl_custompost
and gl_customshader
to archive and save to .ini since there are uses for these shaders beyond mere debugging."
...
This reverts commit 2420371c46
.
2022-04-21 02:49:39 -04:00
Rachael Alexanderson
991b4725dd
Revert "- don't modify gl_customshader
cvar in GLES backend; the backend will not show custom shaders anyhow"
...
This reverts commit ab27d1dd33
.
2022-04-21 02:48:07 -04:00
Christoph Oelckers
40e50f07e9
- fixed some incorrect array allocation sizes in polyobj code
2022-04-19 10:25:14 +02:00
Christoph Oelckers
11b1a2ef7b
- revert. accidental change in polyobject code
2022-04-19 10:21:45 +02:00
Christoph Oelckers
760bffbf06
- do not clamp warped textures.
2022-04-17 23:41:20 +02:00
Christoph Oelckers
346cae04be
- disabled deletion of previous event handlers when using 'eventhandler' keyword in MAPINFO.
2022-04-17 13:25:07 +02:00
Christoph Oelckers
1c4d48f5f2
- added some fudging so that the Dehacked parser can properly deal with ConsumeAmmo.
...
This is a parameterized code pointer, so checking state functions for names won't work. Additionally, the handling was not correct for weapons with an ammo use other than 1.
2022-04-17 08:53:52 +02:00
Christoph Oelckers
525351c695
- fixed: decal things failed to spawn their decals on 3D floors.
...
The value wasn't passed on to StaticCreate.
2022-04-16 22:49:13 +02:00
Christoph Oelckers
2f90f49931
- validate the index argument for GetSavegame and abort if out of range.
2022-04-16 22:27:59 +02:00
Rachael Alexanderson
43a419b318
- lock cvar shader uniforms behind a command line parameter for now
2022-04-16 12:12:40 -04:00
Christoph Oelckers
1ba4dfbfa8
- fixed setup of PolyBSPs when the software renderer is active.
...
Some needed initialization was still in the hardware renderer and not the data creator.
2022-04-15 23:59:43 +02:00
Christoph Oelckers
bdab9c2d9d
- fixed Dehacked drop items.
2022-04-15 23:10:53 +02:00
Christoph Oelckers
3fa7fb7158
- fixed: The alt HUD's draw call did not use the virtual interface.
2022-04-15 22:54:26 +02:00
Christoph Oelckers
a40b1f1934
- fixed: group teleporters must always preserve orientation.
2022-04-15 22:49:23 +02:00
Christoph Oelckers
a25ba16755
- don't move bad polyobjects in the savegame loader.
2022-04-15 22:41:55 +02:00
Christoph Oelckers
c8296f0d7c
- cast arguments for fastcos/sinbam
...
Use xs_Float to ensure proper wraparound which is important here.
2022-04-15 22:31:12 +02:00
Christoph Oelckers
a669d3718f
- copy size info from defaults when starting a list menu block.
2022-04-15 22:30:11 +02:00
Christoph Oelckers
e7f78ce911
- handle cases of empty state labels in ZScript.
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Sadly this cannot print a full error message because it got no context for it when it is detected.
2022-04-15 22:25:04 +02:00
Christoph Oelckers
9c5b284d72
- fixed bad color range check in ACS HudMessage code.
2022-04-14 14:04:26 +02:00
Christoph Oelckers
d0e1aea273
- fixed Dehacked check for A_ConsumeAmmo.
...
This must use the internal function name.
2022-04-14 12:21:24 +02:00
Christoph Oelckers
29d1739371
- let A_SpawnParticle respect the float bob offset
2022-04-12 00:52:11 +02:00
Christoph Oelckers
18ebc9986e
- separate message for disabling noclip2
2022-04-12 00:51:34 +02:00
Christoph Oelckers
7c2d315479
- added a nullptr check for StatusBar when drawing „Paused“
...
It looks like some edge cases can trigger this.
2022-04-12 00:37:15 +02:00
Christoph Oelckers
c4408d8536
- added a bit of hackery so that compatmode CVAR can be set up on startup
2022-04-12 00:31:31 +02:00
Christoph Oelckers
dfdf330722
- make menu scale adjustments for ultra-wide aspect ratios.
2022-04-12 00:30:43 +02:00
Christoph Oelckers
bc566fac4e
- treat PSP layer ID 0 as invalid
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No PSprites with this ID may ever be created, as there is no means to find them again.
2022-04-12 00:17:25 +02:00
Christoph Oelckers
f3d557bcf5
- fixed: The skill menu did not remember its last selection.
2022-04-12 00:04:45 +02:00
Christoph Oelckers
a97a2ec133
- backend sync with Raze
...
Nothing really useful here…
2022-04-11 00:26:50 +02:00
Christoph Oelckers
45e7badb71
- avoid passing game structs to common backend code
...
InitLightmap was using a „FLevelLocals“ pointer, better pass the needed elements separately instead.
2022-04-11 00:01:30 +02:00
Lippeth
7830033722
- added vertical bullet spread relative to ssg
2022-04-09 22:46:20 +02:00
Emanuele Disco
71dedf6c87
Fixed GUS Emulation with DMXGUS(C) lump conf.
...
- changed default value for midi_config to empty string since gus is not working with sf2 file
- fixed SetupDMXGUS not loading lump correctly, wrong use of CheckNumForFullName
- midi_config default to empty string, since lzdoom.sf2 doesn't seem supported (distorted sound)
- added absolute paths to FZipPatReader so we can add custom patches to resource files by using gus_patchdir and/or ULTRADIR variable (some custom maps has custom patches that can be added this way without putting them inside the resource file or in the same folder of the configuration file)
- set timidity_reverb_level min value to 0 in menudef.txt, set to 9 by mistake?
2022-04-09 22:45:31 +02:00
inkoalawetrust
3d1ddbc80e
Toggleable player following. ( #1583 )
...
* Added MF8_DONTFOLLOWPLAYERS.
Added the MF8_DONTFOLLOWPLAYERS flag, which allows friendly monsters to not follow their FriendPlayer when they have no target or goal left to head to.
* Changed the order that the DONTFOLLOWPLAYERS check runs in.
This is done to not produce unnecessary overhead on hostile monsters.
2022-04-07 23:32:16 -04:00
Christoph Oelckers
e0289eb0ac
- fixed Font struct export and removed the duplicate handler.
2022-04-07 15:11:50 +02:00
Christoph Oelckers
89999be49e
- fix detection for misplaced | when creating the small fallback font
...
This needs doomtemplate set.
2022-04-04 00:05:06 +02:00
Christoph Oelckers
27cba4c990
- implement proper GC handling for AActor::ViewPos.
2022-04-02 07:52:50 +02:00
Marisa Kirisame
eeb67bcec3
Use RDTSC equivalent on AARCH64.
2022-03-25 17:01:39 +01:00
RaveYard
196d2efc86
Add CHF_DONTIDLE for A_Chase
2022-03-23 21:51:35 +01:00
Christoph Oelckers
a685754abf
- added a time widget to the level stats display on the alt HUD, similar to how Raze does it.
2022-03-22 08:35:18 +01:00
Rachael Alexanderson
b9e0473392
- move richpresence into common code to be sync with Raze
2022-03-18 03:36:34 -04:00
Christoph Oelckers
fe4c95a03e
- fixed order of slope creation so that slope copies are the last thing being done.
2022-03-16 08:06:59 +01:00
Marisa Kirisame
7ba5a74f2e
correct preprocessor fall-through for stats.h
(linux)
2022-03-15 18:12:53 -04:00
Marisa Kirisame
0937068dad
Fix compilation on GCC7.
2022-03-15 18:12:53 -04:00
Marisa Kirisame
9578c23aa1
Use RDTSC on Linux if possible for stats.
2022-03-15 18:12:53 -04:00
Rachael Alexanderson
d348bad823
- only overwrite rpath if not already defined
2022-03-11 23:11:08 -05:00
Rachael Alexanderson
3723b79b3b
- fix DiscordAppId and SteamAppId from GameInfo
2022-03-11 10:43:50 -05:00
Rachael Alexanderson
add069885f
- add i_discordrpc (defaults false) to control Discord Presence
2022-03-10 14:12:19 -05:00
Rachael Alexanderson
8fe07f1449
- add steamappid field for DRPC
2022-03-10 00:03:50 -05:00
Rachael Alexanderson
f5eab7d3e8
- oops, add missing file
2022-03-09 22:53:30 -05:00
Rachael Alexanderson
85c432c699
- Discord RPC presence. Adds new IWADINFO and GAMEINFO keys: DiscordAppId - this should point to your AppId for your game. It will use a default GZDoom one if not found.
2022-03-09 22:45:59 -05:00
Rachael Alexanderson
550e1212af
- add $ORIGIN to rpath in Linux
2022-03-09 17:31:06 -05:00
Rachael Alexanderson
eb6aa9f5d3
- correct the processor fall-through on stats.h
2022-03-08 17:17:09 -05:00
nashmuhandes
1785788bdc
- Added 'ScaleWeaponFOV' flag to MODELDEF. Affects weapon models only; will scale the model along with the user's FOV to reduce distortion.
...
- Additionally, a 'cl_scaleweaponfov' CVar has been added to allow users to further fine-tune the weapon model scale with higher FOVs
2022-03-08 07:43:39 +01:00
Rachael Alexanderson
ab27d1dd33
- don't modify gl_customshader
cvar in GLES backend; the backend will not show custom shaders anyhow
2022-03-07 08:46:45 -05:00
Rachael Alexanderson
254da4b769
- fix function pointer for player landing sound
2022-02-24 17:20:39 -05:00
Rachael Alexanderson
36629d2f80
- revert the previous two commits for now - needs further optimization and testing
2022-02-23 06:00:14 -05:00
Major Cooke
992141d8e3
Added a vector to CanCrossLine to indicate the next position the actor will be in if the move succeeds.
2022-02-23 05:20:09 -05:00
Major Cooke
bb862098ea
Added CanCrossLine virtual for actors.
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- Called last after all other line checks occur. Returning false means the actor cannot cross that line.
2022-02-23 05:20:09 -05:00
Major Cooke
c75a6c1e7d
Terrain small splashes and splash bases now set their target to the thing that spawned them, allowing for extra customization.
2022-02-23 10:00:52 +01:00
Major Cooke
421c40e929
Replaced GetTerrainDef with the global Terrains array.
2022-02-22 19:35:50 +01:00
Major Cooke
579c4152d2
Added GetTerrainDef and Sector variant of GetFloorTerrain.
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- GetTerrainDef takes the raw number of the Terrains[] index. Can return null.
- GetFloorTerrain (Sector) gets the defs from the position given (either Sector.Floor or Sector.Ceiling).
2022-02-22 19:35:50 +01:00
Nikolay Ambartsumov
85d68b30bb
Fix 3d floor-related crash in software renderer
...
3d floors can cause the software renderer to set incorrect
sprite clipping values that trigger a buffer overflow (and
a subsequent crash) when rendering sprites. This commit
keeps the clipping values within the view area.
2022-02-20 08:11:26 +01:00
nashmuhandes
6caa491595
ZDRay keyword updates.
2022-02-19 22:04:36 +01:00
Rachael Alexanderson
c926b7533f
- play both land and grunt sound if not the same, even if grunted (emulates pre-virtual behavior)
2022-02-17 01:36:38 -05:00
Rachael Alexanderson
28d9fe68ae
- add duplication checking to file list, prevent loading the same file twice unless explicitly asked by the user
2022-02-17 01:05:39 -05:00
Chronos Ouroboros
590f45441f
- fix the wrong register type being freed when initializing arrays.
2022-02-17 00:19:34 -05:00
nashmuhandes
1919534298
Remove more unused UDMF keywords for ZDRayInfo. Sun direction is now determined by the actor's angle and pitch
2022-02-16 08:48:47 +01:00
nashmuhandes
01876dfcec
Remove some of the recognized UDMF keys for static lights, as ZDRay no longer uses them for light baking.
2022-02-16 08:48:47 +01:00
Christoph Oelckers
bba806f43e
- initialize FSwitchDef::QuestPanel when reading a Boom SWITCHES lump.
2022-02-15 17:22:05 +01:00
Christoph Oelckers
e6184ccb96
- silence some warnings.
2022-02-14 20:05:42 +01:00
Christoph Oelckers
c48de5d8d3
- added a 'no MBF21' compatibility flag.
...
Turns out that there's a few old maps that have the extended line flags set but not the guard bit that forces their clearance.
Astrostein 1's first map is an example for this.
2022-02-14 20:00:06 +01:00
nashmuhandes
396bac5e4f
- Initialize some variables in FModelVertex::Set
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- Fix wrong normal vector in the FModelVertexBuffer constructor
This fixes models having strange flickering when the model animation frame changes
2022-02-14 12:16:45 -05:00
Rachael Alexanderson
add4ff12ac
- virtualize player landing on thing sound
2022-02-14 08:07:10 +01:00
Chronos Ouroboros
238952da35
- fixed local array initialization for const values.
2022-02-13 22:42:15 -05:00
Chronos Ouroboros
2f56ff3833
- fixed local vector array initialization.
2022-02-12 10:44:58 -05:00
Emile Belanger
3ff27b4281
GLES: Fix data buffer resize
2022-02-10 23:46:52 +01:00
Rachael Alexanderson
08b5f95e07
Revert "Fixed: opaque blood decals did not respect the GAMEINFO's blood color. This fixes opaque blood decals not getting the correct color in Chex Quest, as an example."
...
This reverts commit ee0330b0b1
.
2022-02-09 09:11:07 -05:00
nashmuhandes
ee0330b0b1
Fixed: opaque blood decals did not respect the GAMEINFO's blood color. This fixes opaque blood decals not getting the correct color in Chex Quest, as an example.
2022-02-09 07:26:06 -05:00
Rachael Alexanderson
084c4f84bd
- another fix
2022-02-09 07:20:34 -05:00
Rachael Alexanderson
1b9148a443
- fix a few glaring issues with cvar uniforms
2022-02-09 07:05:21 -05:00
Rachael Alexanderson
eae2704a9b
- allow floats for uniform cvar defaults
2022-02-06 10:33:35 -05:00
Rachael Alexanderson
751f859c7a
- fix compile on clang
2022-02-01 12:50:51 -05:00